Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Roy fokker on March 09, 2004, 04:18:43 am
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is it possible to add the ai-ignore command to captial ship because in some missions you my want them to attack just a single target or group of targets. your probably thinking why not use ai-chase, well the captial ship maybe on a waypoint and i don't want it to be chaseing after the ship like they normally do. also is it possible to add a ai-ignore-wing so that you don't have to put in four entries or so for the wing you don't want to attack
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Have it's "Initial Orders" be "Ignore ____" and then go to FRED and do the "add AI goal" and THEN have it attack a ship.
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no no no that the point in the initial orders cap ships can ignore other ships and there around 5 spots for giving orders which is around one wings which would be easier if you could have an ai-ingore wing command which is what am saying fred needs
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What FRED needs is some way to combine SEXPs logically so that new ones won't have to be made in the source for stuff that can be done by combining existing SEXPs.
A "batch" SEXP or something. But meh...
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The original game had a big bug with the ignore/ai-ignore command anyway; if you gave a ship the ignore order, everyone on that ship's team would also follow the order. This issue was still present in the 12_05 FSO version, although it might have been fixed after that.
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I don't think it is a bug. It only occured some problems during the FS campaign. Example: The Sixth Wonder. You want to hit the Deimos-class corvette once, you order your wingmen to ignore it, so that you can hit it once, and grab the kill for it when the Colossus destroys it. BUT! The Colossus doesn't fire at it, since some fighters had orders to ignore her.
This is the bug of the MISSION.
I think this 'everyone ignores a ship when one ship has ignore target order' is intentional.
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Yes, but you shouldn't be able to tell big ships and so on to ignore something, only those that you can order about in your wingmen list. Why would destroyer captains take orders from a fighter pilot?
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not for the fighter to tell it to ignore it but for it to be in the sexp laike scripted so if you've scripted a destroyer to attackanother ship and you do want it's turrets to attack anything else then thats when it's useful
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Originally posted by SadisticSid
.... Why would destroyer captains take orders from a fighter pilot?
But in the Initial orders window, in [glow=blue]FRED[/glow]
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Originally posted by SadisticSid
Yes, but you shouldn't be able to tell big ships and so on to ignore something, only those that you can order about in your wingmen list. Why would destroyer captains take orders from a fighter pilot?
Not to mention that you can completely f**k up the mission design by doing it.
The Shivan battle cruiser DeathWithBigKnobsOnIt managed to escape because alpha 1 told the entire fleet to ignore it. The GTVA is doomed and the campaign is over cause we really weren't expecting that to happen
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:lol:
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Originally posted by karajorma
The Shivan battle cruiser DeathWithBigKnobsOnIt managed to escape because alpha 1 told the entire fleet to ignore it. The GTVA is doomed and the campaign is over cause we really weren't expecting that to happen
:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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Admittedly more simply put than what I said :p
And you could never command a capital ship in either FS1 or FS2, so I don't care if you could set player orders in FRED
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ah, but a C-3-6 in ANy mission affects all calital ships, regardless... its almost guarenteed to mess up any mission in some cases...
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Originally posted by SadisticSid
Admittedly more simply put than what I said :p
And you could never command a capital ship in either FS1 or FS2, so I don't care if you could set player orders in FRED
err no, you could command the Leviathan in the last mission of ST, IIRC.
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for the .4 seconds before it got tosted
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Originally posted by Hippo
ah, but a C-3-6 in ANy mission affects all calital ships, regardless... its almost guarenteed to mess up any mission in some cases...
Yeah, I've noticed that most C-3-X commands affect everything.
e.g: Feint! Parry! Riposte! - I give all ships a command to attack the Repulse, and that blasted leviathan you have to protect flies in front of it and gets crushed!
Damn useless captain...
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It is also the bug of the mission. You shouldn't have authorization to give orders to the GTC Rampart. I bet that she only has the 'Attack ship' order. So the FREDer was novice, he didn't test the mission as intesively as he could notice a terrible bug like this.
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Another request - it might be helpful to have something like Fred's 'groups' that can be referred to by events etc. , e.g. for SEXPs like 'attack nearest/most dangerous ship of group xyz' .
(just an idea :) )
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Originally posted by TopAce
It is also the bug of the mission. You shouldn't have authorization to give orders to the GTC Rampart. I bet that she only has the 'Attack ship' order. So the FREDer was novice, he didn't test the mission as intesively as he could notice a terrible bug like this.
No it isn't. I just checked. The Rampart has nothing ticked in the player orders checkboxes. I've never noticed this behaviour myself so I can't say if it's a one-time bug or more systematic.
The ignore-ship order however is a bug. The colossus can't even take player orders (the editor was a blank panel when I looked) so you shouldn't be able to order it not to fire (especially if you issue the order before the colossus arrives!)
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i have a new request now has anyone or are there planns to increase the asteriod limit beyond 256 because in a mission i want it to look like your deep in an asteriod field and i want the player to get that feel, i go into notepad and increase the number of asteriods but that doesn't seem to do a thing, any ideas
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wierd things (tm) happen when there are to much objects in the game, IIRC. too much rocks cause thoo much objects, causing lasers to go through targets without doing damage, ships being invinsible, and other oddity's.
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Hmmmmmmmmmm..... A bit OT actually but TopAce said something here that made me think, most of the Fredders here are probably far far better at it than anyone at Volition ever was, after all, you've had a great deal of time to get used to it and learn subtle tricks and techniques, whereas the Volition coders were writing a game to a schedule and a budget. Just as most of the Modders here are probably able to do things with ships that [V] never thought of, even without the SCP.
No relevance, just a thought :)
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Originally posted by Flipside
Hmmmmmmmmmm..... A bit OT actually but TopAce said something here that made me think, most of the Fredders here are probably far far better at it than anyone at Volition ever was, after all, you've had a great deal of time to get used to it and learn subtle tricks and techniques, whereas the Volition coders were writing a game to a schedule and a budget. Just as most of the Modders here are probably able to do things with ships that [V] never thought of, even without the SCP.
No relevance, just a thought :)
I'd say you're probably right about that. I've never opened any of the FS2 mulitplayer missions but after seeing cet's tutorials I'll bet that his are more complicated than the [V] ones :)
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Originally posted by kasperl
wierd things (tm) happen when there are to much objects in the game, IIRC. too much rocks cause thoo much objects, causing lasers to go through targets without doing damage, ships being invinsible, and other oddity's.
ok all that stuff is starting to happen now, i reduce a few unnessacary ships and lowered the asteriod field to within th 256 linit but some of the enemy ships still sk as if there no collision, missiles hit them but lasers go through them???HELP :(
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Yes, [V]'s missions are relatively simple. Which is actually good, as there is far less to break that way.
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Originally posted by Roy fokker
ok all that stuff is starting to happen now, i reduce a few unnessacary ships and lowered the asteriod field to within th 256 linit but some of the enemy ships still sk as if there no collision, missiles hit them but lasers go through them???HELP :(
how many ships? how many of those fighters?
you can only have so many objects in at one time, lasers, missiles, rocks, debris, ships. if you go over the limit, you screw up the collision system, IIRC.
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17 fighters
1 cap
1base
12 mines
8 containers and a asteriod field
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This is for FSO, right? Because in FS1, I had a mission, in which I was alone with an Orion in an asteroid field, and the collision problem occured. I put in a wing of Shivan bombers, and I watches how their bombs go throught the capital ship.
In fs2, I have never had this problem despite I was forced to use FS_Open.
Originally posted by Roy fokker
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1 cap
1 base
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I doubt the game would make difference between a base and a capital ship.